Egads, it has been nearly three weeks since I posted an update! Does that mean I have been hard at work with FAL? Yes! So, without further wait, here is an update...

Kickstarter PrepI am working out all the kinks and prepping for the Kickstarter project that I will be launching this summer. Like I have said all along, the Kickstarter won't be in action until everything is ready. Books and dice and cards and everything will either be prepped and ready to order or will be with very minimal effort. Yup, that's right, I said books, dice, and cards...

One of the rewards will be custom dice. Certain donation levels will receive custom made dice. In fact, at certain levels, you will be able to get 2 whole sets of custom d6s (with a cool skull in place of the 6 - done in FAL art style of course). One set will be opaque red and the other opaque blue. Each set will contain 3 dice.

Another reward will be monster cards. These cards contain all of the important stuff for monsters so that GMs have easy access to stats and what not. The cards will all be regular poker card size. Every monster in the FAL book will be in the deck (not sure how many that is, somewhere close to 75). The front and back of the cards are below... (there are still some changes to be made, colors may different, layout may change, font, etc..)

Of course, along with cards and dice, the FAL books will be available in both paperback and hardback as well as pdf. Art prints, original art, and custom art will also be available as rewards as will custom drawings of donators who wish to appear as either heroes or villains within the book.

FAL UpdateStill hammering our rules, simplifying, proofreading and playtesting. I have been working with the creatures a lot, getting things balanced... The mechanic has been simplified and the enitre game uses only d6s. Edges have been implemented which allow extra dice to be rolled on certain occasions. Bookkeeping and maths have all been simplified to single digits. Weapons and armor and magic have all been simplified as well. Combat is elegant and fast and brutal but still retains tons of options for combatants. The implementation of the Edge system opens up a lot of strategy for gaining combat positions (like high ground).

All in all, a lot has been done in the last few weeks. The game is where I want it as a simplified and elegant system that incorporates a lot of unique and fun mechanics that give players tons of strategies and options while remaining simple and easy to learn.